Not for Sale

Not for Sale

@notforsale

Always down to clown.

notforsale.music
Joined 3 Jul 2021
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I Was There
I Was There
Remembered to post for #RememberFreeman
Propspammer
Propspammer
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Two Years
Two Years
There won't be any more.
Babysitting Job
Babysitting Job
If only Drill Instructor Barnes could see you now! #OpposingTheBar
Made it
Made it
Completed the LambdaGeneration Half-Life 25th Anniversary Adventure
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Guard Duty
Showed up for a rather blue shift #ShiftingTheBar
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Hello mappers. Can someone tell me how to properly optimize this? Half the map is func_details and I've tried hint brushes, but the game is still rendering things on the opposite end of the map. Is there a proper way to use hint brushes in an open, outdoor space?
Hello mappers. Can someone tell me how to properly optimize this? Half the map is func_details and I've tried hint brushes, but the game is still rendering things on the opposite end of the map. Is there a proper way to use hint brushes in an open, outdoor space?
Hello mappers. Can someone tell me how to properly optimize this? Half the map is func_details and I've tried hint brushes, but the game is still rendering things on the opposite end of the map. Is there a proper way to use hint brushes in an open, outdoor space?

Hello mappers. Can someone tell me how to properly optimize this? Half the map is func_details and I've tried hint brushes, but the game is still rendering things on the opposite end of the map. Is there a proper way to use hint brushes in an open, outdoor space?

(Edited)
I don't mean to bombard with all these dm_flipside posts, but here's some pictures that show the direction of this map better. I've mapped out the top level (minus the rest of the Flopside half). Buildings are just block-outs for now. 

The final version will have distinct floors (like in Super Paper Mario). The uppermost level will focus on movement / platforming, the ground level will be more open for combat (but not THIS empty), and the underground levels (2 or 3 of them) will be more closed-in and maze-like.
I don't mean to bombard with all these dm_flipside posts, but here's some pictures that show the direction of this map better. I've mapped out the top level (minus the rest of the Flopside half). Buildings are just block-outs for now. 

The final version will have distinct floors (like in Super Paper Mario). The uppermost level will focus on movement / platforming, the ground level will be more open for combat (but not THIS empty), and the underground levels (2 or 3 of them) will be more closed-in and maze-like.
I don't mean to bombard with all these dm_flipside posts, but here's some pictures that show the direction of this map better. I've mapped out the top level (minus the rest of the Flopside half). Buildings are just block-outs for now. 

The final version will have distinct floors (like in Super Paper Mario). The uppermost level will focus on movement / platforming, the ground level will be more open for combat (but not THIS empty), and the underground levels (2 or 3 of them) will be more closed-in and maze-like.
I don't mean to bombard with all these dm_flipside posts, but here's some pictures that show the direction of this map better. I've mapped out the top level (minus the rest of the Flopside half). Buildings are just block-outs for now. 

The final version will have distinct floors (like in Super Paper Mario). The uppermost level will focus on movement / platforming, the ground level will be more open for combat (but not THIS empty), and the underground levels (2 or 3 of them) will be more closed-in and maze-like.

I don't mean to bombard with all these dm_flipside posts, but here's some pictures that show the direction of this map better. I've mapped out the top level (minus the rest of the Flopside half). Buildings are just block-outs for now. The final version will have distinct floors (like in Super Paper Mario). The uppermost level will focus on movement / platforming, the ground level will be more open for combat (but not THIS empty), and the underground levels (2 or 3 of them) will be more closed-…

(Edited)

I'm working on a deathmatch map for Half-Life 1 based on Flipside from Super Paper Mario. Will I finish it? Dunno! I've learned how to make two-way teleporter buttons and custom textures so far, and as this is my third or fourth attempt at making a map (the last few I never finished), I predict I will have to learn a lot more. The final map will have many creative liberties on the layout so that it works as a deathmatch map.